<<<<<<< .mine
﻿#region using statements

using System;

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;

using NGen;
using NGen.Managers.GUI;

using Nuclex.UserInterface;
using Nuclex.UserInterface.Controls;
using Nuclex.UserInterface.Controls.Desktop;

//using Psych.Misc;
//using Psych.Objects.Towers;

#endregion


namespace Psych.GUILayouts
{
    /// <summary>
    /// 	The gui used for the play state
    /// </summary>
    public class GUIElementPlayStateLayout : GUIElement
    {
        #region local fields

        //objects which make up this gui
        private readonly ButtonControl m_addFireButton = new ButtonControl();

        private readonly ButtonControl m_addIceButton = new ButtonControl();

        private readonly ButtonControl m_addWindButton = new ButtonControl();

        private readonly ButtonControl m_selectedBackground = new ButtonControl();

        private readonly ButtonControl m_selectedSellButton = new ButtonControl();

        private readonly LabelControl m_selectedTextLabel = new LabelControl();

        private readonly ButtonControl m_selectedUpgradeButton = new ButtonControl();

        private readonly ButtonControl m_startButton = new ButtonControl();

        private readonly ButtonControl m_textBackground = new ButtonControl();

        private readonly LabelControl m_textLabel = new LabelControl();

        private readonly LabelControl m_textValueLabel = new LabelControl();

        private Texture2D m_level;
        #endregion

        #region local properties

        /// <summary>
        /// 	_Initialize this gui
        /// </summary>
        protected override void _Initialize()
        {

            m_level = GameEngine.GameContent.Load<Texture2D>("Content\\level\\testmap");
            //create the background for the game stats display
            m_textBackground.Bounds = new UniRectangle(615, 12, 160, 115);
            m_textBackground.Enabled = false;

            //create the text label for the game stats display
            m_textLabel.Bounds = new UniRectangle(15, 18, 0, 0);
            m_textLabel.Text = "Gold\n\nLives\n\nLevel\n\n";
            m_textBackground.Children.Add(m_textLabel);

            //label which displays the numbers in the game stats display
            m_textValueLabel.Bounds = new UniRectangle(60, 18, 0, 0);
            m_textBackground.Children.Add(m_textValueLabel);

            m_startButton.Bounds = new UniRectangle(615, 229, 160, 40);
            m_startButton.Text = "Start Level";
            m_startButton.Pressed += delegate { ThrowGuiEvent("startPressed"); };

            _Children.Add(m_textBackground);
            
            //background for the tower stats display
            m_selectedBackground.Bounds = new UniRectangle(615, 302, 160, 286);
            m_selectedBackground.Enabled = false;

        }

        /// <summary>
        /// 	Update this gui
        /// </summary>
        /// <param name = "p_gameTime">snapshot of timing values</param>
        protected override void Update(GameTime p_gameTime)
        {
            //update the numbers for the game stats display
           
        }

        /// <summary>
        /// 	Draw this gui
        /// </summary>
        /// <param name = "p_gameTime">snapshot of timing values</param>
        protected override void _Draw(GameTime p_gameTime)
        {
            //GameEngine.SpriteBatch.Draw(m_level, new Vector2(m_addFireButton.GetAbsoluteBounds().X + 2, m_addFireButton.GetAbsoluteBounds().Y + 2), null, Color.White);
            
        }

        /// <summary>
        /// 	Cleanup this gui
        /// </summary>
        protected override void _Cleanup()
        {
            //no cleanup necessary outside of the normal memory deallocation
            //C# takes care of this via garbage collection
        }

        #endregion
    }
}
=======
﻿#region using statements

using System;

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

using NGen;
using NGen.Managers.GUI;

using Nuclex.UserInterface;
using Nuclex.UserInterface.Controls;
using Nuclex.UserInterface.Controls.Desktop;

//using Psych.Misc;
//using Psych.Objects.Towers;

#endregion


namespace Psych.GUILayouts
{
    /// <summary>
    /// 	The gui used for the play state
    /// </summary>
    public class GUIElementPlayStateLayout : GUIElement
    {
        #region local fields

        //objects which make up this gui
        private readonly ButtonControl m_addFireButton = new ButtonControl();

        private readonly ButtonControl m_addIceButton = new ButtonControl();

        private readonly ButtonControl m_addWindButton = new ButtonControl();

        private readonly ButtonControl m_selectedBackground = new ButtonControl();

        private readonly ButtonControl m_selectedSellButton = new ButtonControl();

        private readonly LabelControl m_selectedTextLabel = new LabelControl();

        private readonly ButtonControl m_selectedUpgradeButton = new ButtonControl();

        private readonly ButtonControl m_startButton = new ButtonControl();

        private readonly ButtonControl m_textBackground = new ButtonControl();

        private readonly LabelControl m_textLabel = new LabelControl();

        private readonly LabelControl m_textValueLabel = new LabelControl();

        #endregion

        #region local properties

        /// <summary>
        /// 	_Initialize this gui
        /// </summary>
        protected override void _Initialize()
        {
          
            //create the background for the game stats display
            m_textBackground.Bounds = new UniRectangle(615, 12, 160, 115);
            m_textBackground.Enabled = false;

            //create the text label for the game stats display
            m_textLabel.Bounds = new UniRectangle(15, 18, 0, 0);
            m_textLabel.Text = "Gold\n\nLives\n\nLevel\n\n";
            m_textBackground.Children.Add(m_textLabel);

            //label which displays the numbers in the game stats display
            m_textValueLabel.Bounds = new UniRectangle(60, 18, 0, 0);
            m_textBackground.Children.Add(m_textValueLabel);

            m_startButton.Bounds = new UniRectangle(615, 229, 160, 40);
            m_startButton.Text = "Start Level";
            m_startButton.Pressed += delegate { ThrowGuiEvent("startPressed"); };

            _Children.Add(m_textBackground);
            
            //background for the tower stats display
            m_selectedBackground.Bounds = new UniRectangle(615, 302, 160, 286);
            m_selectedBackground.Enabled = false;

        }

        /// <summary>
        /// 	Update this gui
        /// </summary>
        /// <param name = "p_gameTime">snapshot of timing values</param>
        protected override void Update(GameTime p_gameTime)
        {
            //update the numbers for the game stats display
           
        }

        /// <summary>
        /// 	Draw this gui
        /// </summary>
        /// <param name = "p_gameTime">snapshot of timing values</param>
        protected override void _Draw(GameTime p_gameTime)
        {
           
            
        }

        /// <summary>
        /// 	Cleanup this gui
        /// </summary>
        protected override void _Cleanup()
        {
            //no cleanup necessary outside of the normal memory deallocation
            //C# takes care of this via garbage collection
        }

        #endregion
    }
}
>>>>>>> .r47
